The Weekly Route: Tyrannical, Teeming, Volcanic, and Reaping

This week’s affixes are: Tyrannical, Teeming, Volcanic and Reaping.

It’s all about pulling big this week - none of the affixes prevent you from doing it, and Teeming will punish you if you don’t. Keep an eye on the timer and make sure that you’re going quickly enough to leave time for the long Tyrannical bosses, and this week should yield great results for you and your team! Pulling trash onto and/or Reaping waves on to bosses when possible is a fantastic idea!

The Weekly Routes





For each dungeon, there are two different Mythic Dungeon Tools (MDT) routes available – a “Basic” route and an “Expert” route. The Basic routes follow a few restrictions: they don’t feature massive pulls, they don’t require special class abilities like Shroud of Concealment to facilitate skipping mobs, and they don’t require the use of death skips. They also don’t require you to leave anything crowd controlled for too long.

The expert routes, by contrast, often call for advanced pulls and skips. Sometimes, these skips require specific classes like Death Knight, Demon Hunter, or Rogue - but often they can be done by many different group compositions, just in slightly different ways. Every skip in these routes features a full explanation if you mouse over the corresponding number.

If you’re a coordinated team, you should start with the Expert routes and remove pulls/skips that you can’t do. If you need help making any such for your team's strengths and weaknesses, ask me when I'm streaming or get in touch with me using any of the contact info in my RaiderIO Profile!

Click on the COPY MDT IMPORT STRING button and you’ll be able to paste that string into the the "Import" window of your Mythic Dungeon Tools addon and get the route for yourself! Each of these routes contains annotations about how to do each pull and which enemies to crowd control, where to Bloodlust, etc. The annotations and drawings make these routes take a few minutes to Share using MDT’s in-game share function, so consider clearing them before sharing with your group-mates!



Atal'Dazar [back to top]



Teeming Atal’Dazar adds a frustrating random component to the dungeon - there’s a set of potential spawns of which only one will appear in any given run. To combat this, our Expert Route ignores the random enemies completely, skipping them wherever they spawn. Our Basic Route is forced to pull one spawn if it appears - otherwise you’ll pull a nearby pack that awards the same amount of Enemy Forces.

Watch out for tough Teeming pulls: the pull on the stairs after Vol’Kaal, and the one near the middle of the dungeon with three Skyscreamers are two of the trickiest, but without Fortified active they shouldn’t pose an insurmountable threat.

Read more on Atal’Dazar Dungeon Abilities.






Freehold [back to top]



Captain Jolly is the friendly captain this week, which means that you’ll have to retrieve the keys from Murphy, and that Cutwater Harpooners won’t be a problem this week as they’ll be on your side! With the extra pressure put on the timer by Teeming, this means you should be pulling as big as you can handle, especially in the later parts of the dungeon where those Harpooners are absent.

Tyrannical Freehold, especially with Captain Eudora hostile, can also pose a threat from the boss encounters. If you’re pushing this week, be ready to use defensives on squishy party members or those who aren’t topped while fighting the captains and Skycap’n Kragg.

Read more on Freehold Dungeon Abilities.





Kings' Rest [back to top]



Kings’ Rest is a very tricky dungeon with Tyrannical and Teeming active simultaneously. Teeming adds a number of pulls to the dungeon that aren’t easily combined, slowing down the route and costing very valuable time that the grueling boss fights will punish you for losing.

If you have a Death Knight, you should take control of an undead enemy on the bridge and kill it after King Dazar to avoid the final Reaping wave. Be aware that this may shift when you get the fourth Reaping wave, and that wave in particular has a large number of high-health enemies that you’ll want to make sure you don’t spawn at the wrong time.

Read more on Kings’ Rest Dungeon Abilities.





Shrine of the Storm [back to top]



This dungeon is another marathon, and you’ll have to pull several more packs than you’re used to in order to satisfy Teeming’s extra Enemy Forces requirement. In this dungeon in particular, you’re going to feel the increased size of Reaping waves due to Teeming - the first and second waves in particular will be particularly tough to manage - be ready to use line of sight to group up all of the casters from those waves into a nice manageable stack.

Both of our Routes plan to skip the final Reaping wave by killing a pack of Abyssal Eels after Vol’zith the Whisperer. Our Expert route also plans to skip the penultimate Reaping wave by triggering it during a death skip.

Read more on Shrine of the Storm Dungeon Abilities.





Siege of Boralus [back to top]



As usual, our Siege of Boralus routes are based off the Horde pathing and will require some modification if you’re Alliance.

This week, neither of our Routes are designed to exploit the Ashvane Spotters to kill large amounts of trash in this dungeon - though this strategy is still viable and indeed the best way to time this keystone at a very high level. This isn’t a dungeon where you’ll notice Teeming all that much, except for an added group of two Ashvane Commanders after the Dread Captain Lockwood encounter.


Read more on Siege of Boralus Dungeon Abilities.




Temple of Sethraliss [back to top]



The operative affix in Temple this week is Tyrannical - the bosses, especially Galvazzt, will be the primary gatekeepers to your group’s success. There are, however, a few notable Teeming additions - a few added patrols near the start of the dungeon, and an extra few Dervishes that turn a 3-pack into a 5-pack.

Our Expert route plans to skip the final two Reaping waves - the first by triggering it during a death skip, and the second by triggering it as the final boss encounter finishes. It’s important to note that, due to Teeming’s changes to the Enemy Forces count, the Reaping waves triggered in the gauntlet, in both routes, will happen on the first deposit rather than the second, so don’t get caught off guard!

Read more on Temple of Sethraliss Dungeon Abilities.





The MOTHERLODE!! [back to top]



Teeming forces you to pull many additional packs in this dungeon - so be ready to fight some enemies you’re not used to fighting. You’ll also be spawning Reaping waves in places you’re not used to, so make sure you have a plan, especially if you’re going to be dealing with caster souls trickling in from afar. The Tyrannical bosses in here are generally not too bad, so if you can avoid spending too much extra time on the Teeming trash the Motherlode is a fairly good choice for this week.

Read more on The MOTHERLODE!! Dungeon Abilities.





The Underrot [back to top]



This dungeon is one where you’ll actually notice Volcanic - during the last boss fight, you’ll deal with large amounts of volcanoes spawning under the group’s feet, due to the increasing amounts of Rotting Spores that are active and counted by the affix. Particularly with Tyrannical active, this boss fight can take quite a long time, so be ready for this ramping up of Volcanic and make sure you don’t let it stop you from dropping stacks in the Cleansing Light.

Read more on The Underrot Dungeon Abilities.




Tol Dagor [back to top]



This is another dungeon where you’ll notice Volcanic - during the cannon parts, they can spawn under your brave cannoneer, and during the Jes Howlis fight they can catch you while you’re stunned during the transition between phases. Our Expert route continues to advocate a cannon exploitation strategy, designed to reach them before even spawning the second Reaping wave.

This dungeon is also an exception to our rule for the Basic routes that no specific classes or abilities are required - the route is designed for a group with either a Rogue or a player with items from their profession that can open the doors. If you don’t have access to either of those, the dungeon is extremely linear and you should just pull the enemies that are in your way and avoid any that aren’t!

Read more on Tol Dagor Dungeon Abilities.





Waycrest Manor [back to top]



If you’re pushing your score in Waycrest this week, you’re going to be very happy if the Top Left door is the one that’s open during your runs. Any time that Tyrannical is active, this is generally true, as it means you’ll get good Bloodlust timing while also getting to use it on the hardest and longest bosses, but with Teeming active it’s especially noticeable because of the extra pressure on the timer.

A few of our routes this week are very precise on Enemy Forces - you’ll need to make sure that no Devouring Maggots successfully Infest members of your group - if they do, you’ll lose their Enemy Forces and be forced to pull extra!

Read more on Waycrest Manor Dungeon Abilities.









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About the Author


Dratnos is a Rogue main and host of The Titanforge WoW Podcast. He’s also an Officer in the World Top 50 guild Poetry Club. He loves playing all three Rogue specs, and creates guides to them along with other content on his YouTube channel. He streams on Twitch, where, with p o z i v i b e s, he likes to send his friends on adventures.